XM-270 “Mosquito” VTOL APC & Airship (Variants):
The XM-270 “Mosquito” Airship is a 22 year old design that is more popular among New German aircraft pilots today than ever! The design has been found to be able to be adapted to a great many different roles. Besides the standard troop transport model, there are models for anti-submarine warfare, airborne reconnaissance and command control, and electronics jamming.
The Mosquito is almost as fast as their XM-280 supersonic fighter and is surprisingly capable when fighting other aircraft. While not as maneuverable as many advanced fighter designs, the Mosquito carries heavy armor and is more capable of taking abuse than most fighters. The aircraft uses similar flight systems to most Triax fighter designs and uses a combination of holographic projections, HUD systems, and helmet systems to give the crew excellent situational awareness. The aircraft has advanced long range radar and most features mounted on jet fighters. The aircraft carries a large number of mini-missiles and mounts rail guns, ion cannons, and lasers as direct fire weaponry. In most versions, the aircraft does not carry any long range missiles. The Mosquito can mount towed decoys but usually does not mount them.
If the XM-270 design has any drawbacks, it is its somewhat erratic range of speed. The vessel can hover in a stationary position and fly at a speed up to 450 mph (720 kph) without engaging the booster. To travel faster, the Mosquito has a special turbo boost overdrive system similar to a ramjet. When the overdrive is engaged, the powerful rear rocket activates and propels the airship at a speed of Mach 2 to Mach 2.5 (roughly 1482.9 to 1853.6 mph / 2386.5 to 2983.1 kph) . The problem is the XM-270 cannot fly at speeds between 451 and 1482 mph! The airship simply rockets from low speed to high speed with nothing between in speed. Still, it is an excellent and versatile combat vehicle and a wonderful APC.
The standard "Mosquito's" Vertical Take-Off & Landing (VTOL) capabilities make it ideal for many roles including troop insertions, extractions and rescues. This has made it a favorite among commandos, intelligence officers and reconnaissance teams. When used as Armored Personnel Carrier (APC), the craft can transport as many as 24 foot soldiers with 12 in each of the side housings. Instead of troops in armor, the Mosquito can carry 16 light power armors. The Mosquito is often used to transport much needed supplies and ordnance to combat zones. In this role, the aircraft can carry about 3600 kilograms of cargo. Reduce this by about 100 kilograms per soldier carried.
The Radar or Airborne Command version was the third design of the Mosquito to enter service but the design stage was actually begun before the Anti-Submarine warfare version. While the gargoyles do not use much in the way of electronics, the gargoyles are slowly using more and more electronics. These aircraft are generally used to control numbers of troops on the ground and aircraft in small numbers. It is armed but the crew tries to avoid entering combat and the crew will general retreat before engaging into combat. The aircraft carries powerful radar units on each side. Because of these, the heavy ion cannons on the sides on the sides had to be eliminated but the other weapon systems have been retained and armor has not been reduced.
The Anti-Submarine Warfare version was the second variant of the Mosquito to enter service but was actually the third design proposed. The aircraft retains most of the features of the standard Mosquito including most weapon systems and the heavy armor. These allow the aircraft the ability to take far more abuse than virtually any other anti-submarine aircraft and the aircraft have been used as gunships on occasion. The aircraft is more often called on for search and rescue missions. The mini-missile launchers are converted so they can carry mini torpedoes and the Ion cannon have been replaced by medium torpedo/missile launchers. The aircraft also has four underbelly mounts to carry depth charges. The most important additions are not the weapon systems but the addition of a dipping sonar and Magnetic Detection Gear (MAD) gear. The aircraft also can carry about 80 sonar buoys. Because of the extra equipment, internal space has been reduced and the aircraft can only carry about 16 passengers when not carrying sonar buoys
The newest version of the Mosquito has only been introduced in the last few years. This is a jamming version. With the greater number of electronics used by Gargoyles and their allies. The Jamming equipment replaces all troop space although the aircraft retains all weaponry and armor.
Model Type: | XM-270 | Armored Personnel Carrier / Cargo Transport |
XM-270 E | Airborne Command Control, Electronic Warfare, and Radar | |
XM-270 F | Anti-Submarine Warfare | |
XM-270 G | Airborne Jamming |
Crew: | XM-270 | 5 (Pilot, Co-Pilot, Communications Officer, & 2 Gunners |
XM-270 E | 8 (Pilot, Co-Pilot, 2 Sensors, 2 Communications, & 2 Gunners) | |
XM-270 F | 5 (Pilot, Co-Pilot, Sensor Officer, & 2 Gunners | |
XM-270 G | 6 (Pilot, Co-Pilot, 2 Sensors / Jamming, & 2 Gunners) | |
Troops: | XM-270 | 24 passengers / 36 cramped |
XM-270 E | None | |
XM-270 F | None (Sonar Buoys can be replaced by 16 passengers / 24 cramped) | |
XM-270 G | None |
M.D.C. by Location:
[1] Nose Laser (1): | 50 | |
[1] Side Rail Gun Turrets (2): | 110 each | |
[1] Side Ion Cannons (2 - XM-270 & XM-270 G only): | 200 each | |
[1] Side Medium Range Ordnance Launchers (2 -XM-270 F Only): | 250 each | |
[1] Side Thrusters (2): | 150 each | |
[1] VTOL Thrusters (5; underbelly): | 90 each | |
Overdrive Rocket Thruster (1; rear): | 250 | |
Side Compartments (2 - Troops, Cargo, or Equipment): | 400 each | |
Phased Array Radar Pods (2, Sides - XM-270 E Only): | 400 each | |
[1] Sensor Dome ( 1; top of cockpit): | 110 | |
[1] Landing Feet (3): | 90 each | |
Reinforced Pilot’s Compartment: | 100 | |
[2] Main Body: | 900 |
Notes:
[1] All indicated hit locations are small and/or difficult targets
to hit. An attacker must make a called shot and has a -3 penalty as well.
[2] Depleting the M.D.C. of the main body will shut the aircraft down
completely, rendering it useless and causing it to crash if in flight.
Speed:
Flying Conventional (Low Speed): Hover stationary to a maximum
speed of 450 mph (up to 720 km) .
Flying Rocket Propelled (High Speed): When the turbo overdrive
is engaged, the powerful rear rocket propels the airship at Mach 2 to Mach
2.5 (roughly 1482.9 to 1853.6 mph/2386.5 to 2983.1 km). The XM-270 cannot
regulate flight at speeds between 451 and 1340 mph.
Flying Range: Effectively unlimited, flight system does not
overheat like most post rifts flight systems.
Maximum Altitude: 20,000 feet (6,096 m) at low speed or 50,000
feet (15,240 m) at high speeds.
Statistical Data:
Height: 20 feet (6 meters)
Width: 36 feet ( 10.9 meters)
Length: 75 feet (22.9 meters)
Weight: 35 tons (31.8 metric tons) fully loaded.
Cargo: Varies by Model.
XM-270: A maximum of 14,400 pounds (6,531.7 kg) of cargo instead
of troops.
XM-270 F: A maximum of 9,600 lbs (4,354.5 kg) of cargo can be
carried instead of sonar buoys (normally carries 80 Sonar Buoys).
XM-270 E & XM-270 G: Minimal (Storage for small equipment).
Color: Typically silver, light grey, dark grey, blue, or camouflage.
Power System: Nuclear, average energy life is 20 years.
Black Market Cost: Black market knock-offs of standard model
cost 42 million credits and do NOT have the heavy ion cannons (typically
replaced by lasers or rail guns), otherwise all stats are unchanged. Special
variants of the Mosquito are not available on the black market.
Weapon Systems:
- Nose Laser (1 - All Version): The forward laser is a heavy
assault weapon controlled by the pilot or co-pilot. It can move side to
side 180 degrees and up and down in a 45 degree arc of fire.
Maximum Effective Range: 4,000 feet (1,200 meters)
Mega-Damage: 5D6 M.D. per blast.
Rate of Fire: Equal to the operator's hand to hand attacks per melee round (usually 3 to 6).
Payload: Effectively unlimited.
Bonus: + 1 to strike. - Rail Gun Turrets (2 - All Versions): On each of the side
troop / equipment compartments is a rail gun turret. Each can rotate and
angle up or down 180 degrees . They are typically controlled by one of
the gunners or by the communications officer.
Maximum Effective Range: 4,000 feet (1,200 meters)
Mega-Damage: A burst fires 30 rounds and inflicts 1D4 x 10 M.D.; single rounds cannot be fired. A synchronized attack from both turrets firing simultaneously at the same target inflicts 2D4 x 10 M.D.
Rate of Fire: Equal to the operator's hand to hand attacks per melee round (usually 3 to 6) plus one!
Payload: 9,000 rounds (300 full bursts). The weapon is fed from a massive ammo-drum in the hull of the platform. Reloading a drum will take an experienced field mechanic 20 minutes. - Mini-Missile Side Launchers (10 - All Versions): On the side
of each of where the ion cannon is mounted in the standard version are
five compartments that conceal mini-missiles. Each compartment contains
two missiles. Mini-missiles are typically launched by the gunners or the
co-pilot (See revised
bomb and missile tables for details.)
Maximum Effective Range: Varies with missile types, mini-missiles only (See revised bomb and missile tables for details.) Mega Damage: Varies with mini-missile types (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or a volley of two (2), three (3), or four (4) mini-missiles.
Payload: 20 total, ten in each side (two per compartment). - Side Heavy Weapon Mounts: On the various versions of the
Mosquito, different equipment is carried is carried on these side mounts.
Ion cannons are carried on the XM-270 & XM-270 G Versions and Medium
Missile/Torpedo Launchers are carried on the XM-270 F versions. The XM-270
E Version carries no systems due to the weight of the radar arrays.
- High-Powered Ion Cannons (2 - XM-270 & XM-270 G Versions):
The side mounted ion cannons are located on the troop compartments. They
are fixed forward but fire a devastating blast of destructive energy. They
are typically controlled by the gunners or co-pilot.
Maximum Effective Range: 3,000 feet (914 m)
Mega-Damage: 1D4 x 10 M.D. per single blast or 2D4 x 10 per simultaneous blasts from each at the same target.
Rate of Fire: Equal to the gunner's hand to hand attacks per melee round (usually 3 to 6).
Payload: Effectively unlimited.
Bonus: + 1 to strike. - Medium Missile/Torpedo Launchers (2 - XM-270 F Version):
These side-mounted launchers replace the ion cannons and can fire either
regular medium-range missiles or torpedoes (same damage as equivalent missile
but can travel to underwater targets and are +2 to strike). Torpedo speed
underwater is 120 mph ( 192 km). The launchers usually carry medium range
torpedoes in the launcher.
Maximum Effective Range: Varies by missile type (See revised bomb and missile tables for details.)
Mega Damage: Varies by missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), or eight (8) missiles / torpedoes
Payload: 32 total; 16 per launcher
- High-Powered Ion Cannons (2 - XM-270 & XM-270 G Versions):
The side mounted ion cannons are located on the troop compartments. They
are fixed forward but fire a devastating blast of destructive energy. They
are typically controlled by the gunners or co-pilot.
- Body Hard Points (4 - XM-270 F Version): The XM-270F
has four hard points for depth charges. Launching of ordnance is controlled
by the co-pilot or communications officer. Depth charges do the same damage
as equivalent bombs but have penalties to strike underwater targets (See
Depth Charge Penalties
for more details).
Maximum Effective Range: Varies by altitude dropped at (See revised bomb and missile tables for details.)
Mega Damage: Varies by depth charge type (See revised bomb and missile tables for details.)
Rate of Fire: Depth Charges can be dropped one at a time per hard point. Multiple hard points can be linked as one attack but must be the same size (light, medium, or heavy).
Payload: One heavy depth charge, two medium depth charges, or four light depth charges per hard point (see above - all ordnance on a hard point must be the same size of ordnance). - Anti-Missile Chaff Dispenser (All Versions): Located at the
very tail of the fighter are two chaff dispensers. When tailed by a missile,
a cloud of chaff and other obtrusive particles can be released to confuse
or detonate the enemy's attack. Rifts Earth decoy systems are assumed to
not operate against Phase World missiles due to technological difference.
Reduce effects by 20% against smart missiles (Add +20% to rolls for smart
missiles.)
Effect:- 01-50 Enemy missile or missile volley detonates in chaff cloud - Missiles
are all destroyed.
51-75 Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
76-00 No effect, enemy missile or missile volley is still on target.
Payload: Eight (8) - Advanced Towed Decoys (4 - All Versions): Not normally mounted
but the aircraft has provision for them. These are mounted in dispensers
near the middle the fighter’s body two decoys in the dispenser on either
side. These drones are dragged about 328 feet (100 meters) behind the aircraft
on a thin cable. Each is a specially designed radar lure that creates a
radar image to mimic the aircraft. The decoy has a special jammer that
is designed to decoy missiles that have been programmed to home on jamming
signals. If decoys are not destroyed, they can be recovered and repaired.
Rifts Earth decoy systems are assumed to not operate against Phase World
weapons due to technological difference.
M.D.C.: 5
Effects: The decoy has an 80% chance of fooling ordinary non military radars and non smart guided missiles, the decoy has a 50% chance of fooling military level radars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military radars (Like those of the New Navy and Triax) and smart missiles. Against missiles homing on a jamming signal, jamming has an 40% chance of tricking missiles if both the aircraft and missile are jamming and an 80% chance if the jamming system on the aircraft is deactivated before the missile reaches it.
Maximum Effective Range: Not Applicable although decoy is deployed 328 feet (100 meters) from the aircraft
Rate of Fire: One can be deployed at a time and requires 15 seconds to deploy (Reel Out) another decoy
Payload: 4 Decoys (2 each)
Special Equipment:
Standard:
The aircraft has all the standard features of a standard fighter (same
as standard robot including loudspeaker and microphone on this aircraft)
plus these special features listed. These are carried on all models except
where it is replaced by a better system.
- Radar: Range 500 miles (805 km). The radar system can identify and track up to 48 targets simultaneously and is also capable of Terrain Following for low altitude flight. With Combat & Targeting Computer, the fighter can fire missiles at up to sixteen targets at the same time. The weapon officer frees the pilot from controlling the missiles so he can retain his full attacks.
- Internal Active Jamming Gear: Causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
- E.S.M.: Radar Detector, Passively detects other radars being operated.
- FLIR: Forward Looking Infrared. Allows pilot and weapons officer to get visuals on targets at night.
- Laser Navigational System: Allow flight at low altitude without use of Radar. Gives a map of the Terrain.
- Airborne Three Dimensional Search Radar System Powerful airborne phased array radar. The incredibly advanced radar and computer system first developed before the coming of the Rifts. Powerful and flexible radar system that is comprised of side panels that each emit radar waves. The system gives 360 degree coverage. If allowed by the horizon, the system can track out to 600 miles (966 km) and can simultaneously track and identify up to 768 targets at one time. The system controls missile launched from other linked vehicles and the system can track and guide each individual missile to an individual target for up to 192 targets. If a target is eliminated, missiles are automatically guided to a new target. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Advanced Communication Package: Give the aircraft the ability of multi-direction communication of 800 miles (1290 km) as well as direction communication out to 500 miles (800 km) to up to 20 individual targets. The system also has 20 laser/microwave communication systems that are only limited by line of sight (Range of about 100,000 miles / 161,000 km).
- M.A.D. Gear: This is special equipment that has the ability to detect metal objects. M.A.D. stands for Magnetic Anomaly Detector. This is very effective at detecting submarines. Range: 2 miles (3.2 km) to either side of aircraft.
- Dipping Sonar: The sensor includes a passive sonar, active sonar, and an underwater communication unit. The active sonar and communication system can be detected by any vehicle using passive sonar if within their detection range. Sonar can track up to 60 simultaneously and identify up to 30 of them. The sonar equipment has a unit that can be lower into water while hovering or flying up to 30 mph (26 knots/ 48 km) per hour. Range: Passive Sonar: 8 mile (12.8 km) Active Sonar: 12 miles (19.3 km). Underwater Communication: 4 miles (6.4 km)
- Jamming Suite: Uses troop compartment and leaves no space for soldiers or cargo in side compartments. The system creates a jamming field in a 60 mile (96.5 km) radius in all directions around the aircraft. It jams all radars, radios, and all equipment that uses RF waves. This also includes jamming all friendly forces and all equipment in aircraft that is mounting the system and operating it. The system cause all radar system to have a 85% reduction in range. In addition, radar systems will have a -25% penalty to detect all targets within their reduced range. Laser communications and light-based sensors are unaffected by the jamming system. Jamming also causes a -6 penalty to strike with all radar guided weapons within the area but some radar guided missiles can home on jamming signals.
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Writeup by Kitsune (E-Mail Kitsune).
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